Make a rig with Static Mesh in UE4

Hi I would like to know if we can make a rig directly in UE4 with static mesh because I try to make a game for WebGL and we have a limitation of 65k vertex by mesh so i want to keep my mesh split in several part to avoid this limitation and when I import my rig the part with the rig are combine in one mesh and the other part separate. so if some one have info about this thx you :slight_smile:

No. Unreal is not able to make a rig. The rigging process is to add a bone to a mesh then assign verticies by weight painting them to the bone. Unreal doesn’t have this ability. Also you can form bone chains with constraints like a copy rotation in which one bone follows another s rotation to make animation smoother, more realistic like fingers curling. Something like that. Unreal can’t do this either. You need a 3d software like blender, Maya or 3dsmax. All unreal can do is read the bone and mesh deformations. You can edit animations a little and even make some new ones based on a mesh already rigged but the process is not easy in persona.